Yeah, except if you took the time to read this thread you'd know that the game was recoded from the ground up for the DS and is in no shape or form being emulated on the system.
I'm not calling you stupid, I'm merely saying that the fact it looks similar or even the same doesn't mean that the system can emulate a given platform - emulation requires several times more processing power than the original platform.I'm far from stupid you know I know that its a remake but even though its a remake it still has similar graphics to the original Super Mario 64
I'm not calling you stupid, I'm merely saying that the fact it looks similar or even the same doesn't mean that the system can emulate a given platform - emulation requires several times more processing power than the original platform.
Good, good - rambling as per usual.My bad bro so how are you doing today
Good, good - rambling as per usual.
FPSeCE and its Android port FPSe work more or less flawlessly simply because the PS1 is much, much easier to emulate, however the original video of Mario 64 visibly chugged.
Whatever you say, man. Sometimes "homebrew coding" turns out to be entirely sufficient for commercial use, so don't blame everything on the coders. A good example here is jEnesisDS used in "Sonic Classic Collection" for the Nintendo DS - an instance of a homebrew emulator going commercial. The author of the emulator used is Stephan Dittrich, also known as Lordus, and he's credited as the author of the framework.Hardly, and that was due to homebrew coding.
Whatever you say, man. Sometimes "homebrew coding" turns out to be entirely sufficient for commercial use, so don't blame everything on the coders. A good example here is jEnesisDS used in "Sonic Classic Collection" for the Nintendo DS - an instance of a homebrew emulator going commercial. The author of the emulator used is Stephan Dittrich, also known as Lordus, and he's credited as the author of the framework.
We've explored why that's the case - because they're severely cut down in features. That being said, you have a point - having official documentation does help. Thing is, official documentation is often times available online. You still have the benefit of being in contact with the original designers though, which is a huge plus.I'm simply saying that homebrew coders know less of the hardware than the company it self. That's great that some homebrew gets commercialized, we've seen that with Colors DS, but official emulators almost always turn out better than homebrew and my examples were to show you that the emulation is so accurate in those examples that a little tweaking by Nintendo could get it full speed.
The PSP had the same process architecture as the N64 iirc, which helped a lot for CPU emulation speeds.Two years have passed and a lot of Progress has been made.
So any new thoughts?
If you ask me, at least the n3DS should be able to handle N64 emulation. I mentioned it ago, but even the crappy PSP was able to run Mario64 at good framerates (sometimes...without sound).
Doesn't the PSP use MIPS architecture and 3DS use ARM so that's why N64 emulation is a lot harder on 3DS?Two years have passed and a lot of Progress has been made.
So any new thoughts?
If you ask me, at least the n3DS should be able to handle N64 emulation. I mentioned it ago, but even the crappy PSP was able to run Mario64 at good framerates (sometimes...without sound).
Yes.Doesn't the PSP use MIPS architecture and 3DS use ARM so that's why N64 emulation is a lot harder on 3DS?
Wait so, someone said PS1 emulation is easier than on a N64, so what about that?